A new convert and stuff

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Post Reply
User avatar
Curunir
Posts: 1041
Joined: Sun Nov 02, 2003 11:24 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

A new convert and stuff

Post by Curunir »

I will use this thread to kill two birds with one stone. :wink:
First of all, today was a very good day for I have managed to get Alchemist, a very good friend of mine on irc, to say:

Code: Select all

<Alchematsu> ok, I'll hand it to you, zdoom roxor.
<Alchematsu> jDoom is only prettier.
<Alchematsu> and that doesn't count for much
Thusly, one more long-time player and Doom aesthete has seen the light. :P

And secondly - has anyone completed Bryant Robinson's Dark7 expansion? On level 5 ... *glee* * Alchematsu is now known as Zalch (Zdoom's starting to own him even more as I type this) :)... So, on level 5, there seems to be no way to continue after a certain point.
I attached this pic. All the accessible indoor areas are cleared out. In the open there is a visible building in the distance but the rock walls have no openings or secrets in them.
I wonder if it's a scripting error, a mapper's mistake, or I'm just missing something (not very likely, since I spent 30 minutes trying to find a way, even Duke3d-blasted at a wall, expecting that treacherous peeled wall coat to give way). Anyone got further without idclev? :o
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49225
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

A while ago Randy fixed a bug in the slope creation code. This had the result that some slopes inverted. On this level there is one of them. I don't know whether this has been fixed in a newer version of this WAD.
If you want to fix this yourself you have to reverse the angle of the slope thing in sector 385. But this won't help you in this level so just noclip yourself to the east side of the area you are in in this screenshot.
User avatar
SargeBaldy
Posts: 366
Joined: Tue Jul 15, 2003 3:49 pm
Location: Oregon
Contact:

Post by SargeBaldy »

heh, nami and hyena and i cooped that one with the redone slope code. we managed to cross over that cliff by rocket jumping :D
User avatar
Curunir
Posts: 1041
Joined: Sun Nov 02, 2003 11:24 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Post by Curunir »

Thanks a heap, Zahl! You're a pal! (and you know WAY too much about Zdoom too) :D
Reversing the angle worked just like a treat!
And, also, what the heck is this slope Thing? The only way of making slopes I knew of until today was changing the linedef properties :roll:
I feel so... behind...
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49225
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Regarding the slope things:

January 28, 2002
- Added more ways to create slopes, all of which are thing-based:

Things 9500 and 9501: The first argument to these things is a line id.
For each matching line, the sector on the same side of the line
has its floor or ceiling sloped so that it passes through this thing.
The thing does not necessarily need to be in the sector(s) being
sloped. 9500 slopes the floor, and 9501 slopes the ceiling.
Things 9502 and 9503: Set the plane equation for the sector they are in
directly. The first argument determines how far it tilts from
horizontal and is measured in degrees. 90 degrees is perfectly
horizontal. Values close to 90 have less slope than values further
from 90. The thing's angle is used to determine what direction the
slope faces. The floor or ceiling will be adjusted so that it passes
through this thing. 9502 slopes the floor, and 9503 slopes the
ceiling.
Things 9510 and 9511: The first argument to these is a sector tag. The
plane equation from the first sector with a matching tag will be
copied to the sector that this thing is in. 9510 copies the floor
plane, and 9511 copies the ceiling plane.

Things 9500-9503 are processed after slopes created with linedef specials,
so they can be used to further adjust the resultant slope. Things 9510
and 9511 are processed after all other slopes are set up, so they override
any slopes that might have been created in their sectors already.
User avatar
Curunir
Posts: 1041
Joined: Sun Nov 02, 2003 11:24 am
Graphics Processor: ATI/AMD with Vulkan/Metal Support

Post by Curunir »

A toast to the fine gentleman, Graf Zahl!
Thanks. That information was takd out of the .diff in between a couple of versions I suppose? I never found anything like it in the latest (old) official documentation or the tutorials...
User avatar
Chilvence
Posts: 1647
Joined: Mon Aug 11, 2003 6:36 pm
Contact:

Post by Chilvence »

Download the source and look for rh-log.txt, if you want an in depth look at the history.
User avatar
Lexus Alyus
Posts: 4220
Joined: Tue Jul 15, 2003 5:07 pm
Location: Nottingham, UK
Contact:

Post by Lexus Alyus »

Don't forget to allign those slopes if you want to copy the plaine ;-)
Post Reply

Return to “General”